Pirate of Eredane
(Source: Steel and Shadow)
RequirementsBase Attack Bonus: +4. |
![]() © Christine Goger |
Hit Die: d8.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: Pirates of Erendane gain proficiency in all simple weapons, plus the hand axe, rapier, short sword, short bow, and trident.
Connections (Ex): A pirate of Erendane is familiar with resistance cells throughout Erendane, though the world in which they operate is not a pretty one. When operating in a region in which she has at least two ranks in Knowledge (local), the character gains a bonus equal to her class level on all Bluff, Gather Information, and Intimidate checks. Additionally, the pirate can always find a smuggler to carry herself, her friends, or her goods secretly out of a region, though the price increases the more dangerous the cargo is.
Pirate's Luck (Ex): Pirates of Erendane are bold folk that always seem able to come out of a mess clean and profited. Their legendary luck promotes reckless attitude, even in those operating under the visegrip of the Shadow. Once per day, the pirate can roll the listed die and add it as a bonus to any d20 roll. The pirate of Erendane may wait to hear the result of his original roll before decideding whether to use pirate's luck to add a bonus.
Every other level after 1st, the pirate of Erendane gains the ability to add a die bonus an additional time per day, with a die type of one higher. The pirate of Erendane may stack these die bonuses, but each die type may only be added once per day. So for instance, a 3rd-level priate of Erendane may add +1d4 to one d20 roll once per day and +1d6 to another d20 roll the same day; she could even add +1d4 and +1d6 to the same d20 roll if she wished.
Skilled and Sure (Ex): At 2nd level and at every other level thereafter, the pirate of Erendane may choose one skill from the following list. Thereafter, the pirate is completely confident with that skill, whether on land or sea; she can take 10 on a check involving that skill, even if stress and distraction would normally prevent her from doing so. Additionally, she gains a special benefit relating to that skill, as described below.
Climb: The pirate of Erendane gains a climb speed equal to half her base land speed. She retains her Dexterity bonus to AC while climbing, and opponents get no special bonus on their attacks against her. She must still make a Climb check to climb any wall, slope, or riggig with a DC of more than 0.
Balance: Any time the pirate of Erendane fails a Balance check, she may make a second Balance check to attempt to keep from falling. She may also stand up from prone as a free action that does not provoke attacks of opportunity.
Bluff: Once per round, the pirate of Erendane may feint in combat as a free action instead as a standard action.
Concentration: Any time the pirate of Erendane fails a Concentration check, she may make a second Concentration check to attempt from losing her focus. Additionally, she automatically suceeds when casting a spell on the defensive or using a spell-like ability on the defensive.
Intimidate: Once per round, the pirate of Erendane may demoralize an opponent as a free action instead of a standard action, and the penalties inflicted if she succeeds are doubled.
Jump: The pirate of Eredane's base land speed increases by +10 ft. Additionally, the DC for Jump checks is not doubled if the pirate does not have a running start.
Swim: The pirate of Erendane gains a swim speed equal to half her base land speed. She can move through calm water without making Swim checks, and even use the run action while swimming, provided she swims in a straight line.
Tumble: The pirate of Erendane may tumble at her full speed without suffering a -10 penalty on her Tumble checks.
Quick Draw: At 5th level, the pirate of Erendane learns to keep her wit sharp and her weapon ready. She gains Quick Draw as a bonus feat.
Commander (Ex): At 10th level, the pirate's fame has spread among rogues and rebels alike. She comes into possesion of a sailing ship outfitted for smuggling and combat. She also gains the Leadership feat as a bonus feat, thereby gaining a crew to man the ship.
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +0 | Connections, pirate's luck +1d4 |
| 2nd | +1 | +0 | +3 | +0 | Skilled and sure |
| 3rd | +2 | +1 | +3 | +1 | Pirate's luck +1d6 |
| 4th | +3 | +1 | +4 | +1 | Skilled and Sure |
| 5th | +3 | +1 | +4 | +1 | Pirate's luck +1d8, Quick Draw |
| 6th | +4 | +2 | +5 | +2 | Skilled and sure |
| 7th | +5 | +2 | +5 | +2 | Pirate's luck +1d10 |
| 8th | +6 | +2 | +6 | +2 | Skilled and sure |
| 9th | +6 | +3 | +6 | +3 | Pirate's luck +1d12 |
| 10th | +7 | +3 | +7 | +3 | Commander |

